/*
 * Copyright (C) 2012 Sony Computer Entertainment Inc.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE
 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
 * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
 * DAMAGE.
 */

#include "config.h"
#include "Gamepads.h"

#if ENABLE(GAMEPAD)

#include "GamepadList.h"
#include <manx/Gamepads.h>
#include <wtf/CurrentTime.h>

namespace WebCore {

class GamepadList;

void sampleGamepads(GamepadList* into)
{
    static Manx::Gamepads* gamepads;
    if (!gamepads)
        gamepads = Manx::Gamepads::create();
    double timestamp = currentTime();
    gamepads->sample();
    for (unsigned i = 0; i < gamepads->length(); i++) {
        const Manx::Gamepad* manxGamepad = gamepads->item(i);
        if (manxGamepad) {
            RefPtr<Gamepad> gamepad = into->item(i);
            if (!gamepad)
                gamepad = Gamepad::create();
            gamepad->id(manxGamepad->id());
            gamepad->index(i);
            gamepad->timestamp(timestamp);
            gamepad->axes(manxGamepad->axesLength(), const_cast<float*>(manxGamepad->axes()));
            gamepad->buttons(manxGamepad->buttonsLength(), const_cast<float*>(manxGamepad->buttons()));
            into->set(i, gamepad);
        } else
            into->set(i, 0);
    }
}

}

#endif
